Load new VR level on collision
I'm trying to emulate a mechanic found in the RunebergVR Plugin. Specifically, the mechanic where you load the demo and you collide a sphere with your pawn in order to load a new level.
I'm building off of the VR Template included in Unreal 4.18
My end goal is that a user would be able to put a helmet on themselves, which would loan another level. Once the user takes the helmet it off, it would transport them back to the previous level.
I've tried copying the blueprint of the sphere to a new object, but it doesn't fire. When I bring the demo spheres in, I can see part of it fire when simulating, but still, nothing happens. I have added a collision capsule to the default pawn.
I'm at a complete loss here, and would appreciate any help or pointers in the right direction.
asked Jan 08 '18 at 09:46 AM in Using UE4
Hey there, the idea is that you use the get vr focus state to know if the helmet is on or off and keep a variable with the last value and check it every frame if it has changed. If on the last frame it was on and now it's off, you load previous level. To collide with the sphere you need to have somekind of component that will allow the collision to happen, so check your collision settings and once the event of collision fires you need to filter to see if it was the player that collided with him and not some other object, not needed if all other objects are static.
answered Jan 08 '18 at 09:53 AM
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